Game UI for Blue - Design by DeAngelo

Game UI for Blue
The main screen was
refurbished to be fitted
more logically. The
life meter is the circle
of blood. The more
damage you take the
blood gets knocked
down. The inner blue
circle is the amount of
stamina. The inner
most circle is the map
whereas if you press
the map it opens a wire
frame view of a
zoomable and rotatable
map, along with
objectives. The
location appears next to
the map and the ammo
near the center as well.
Using the mouse wheel
you can scroll which
weapon you want to
use. By pressing Esc
you end up in the Main
menu
Map Interface
The map is very
different from what it
was previously. With
this map it gives you
a key and objectives
right in front of you.
Using the map you
can rotate by clicking
and dragging the
inner screen and by
using the mouse
wheel you can zoom
in or out, pressing
Esc gets you out to
the Game UI again.
Bare in mind when
you press the Esc in
the Game UI you end
up in the Menu
Interface. When you
press Esc in the Map
interface you end up
in the Game UI again.
Menu Interface
The guts of the
interface. Here you
will have a choice of
Items, Files,
Upgrade/Stats,
Save,Load, and
Options. The main
change I have done to
this other then the
visual aid is by
allowing this to be
accessible at all times
without backing out
with a button, in a
sense it saves a step.
The most compelling
part with this UI is
that you can still see
some of the playing
area on the screen
which I concluded
from the dislike of
my previous design
that people feel better
when they can see
some of the playing
field for whichever
reason that is.
Items Interface
When designing this
interface I wanted to
make sure that
everything is within
visual range. By using
the triangle buttons
one is able to go
through the stack of
items. For simplicity
and less clicking I
included both quest
items and common
items together. Since
you are only able to
carry 8 items at a time
it makes your items
more appreciated.
When you highlight an
item is scaled larger
and an items info sheet
displays the function
of the item.
Upgrades/Stats Interface
My plan for this menu
was to try to make it
as similar as possible
to the items menu. As
you can see when the
player scrolls through
the items an info sheet
on the weapon will
appear, in this case the
pistol. Your stats are
in the same area so
there are less icons
which means less
clicking to get where
you want, I feel that
experience and
needing experience to
upgrade go hand in
hand so it would be
wise to put them
together.
Options Interface
This interface will
give you the ability
to quit out of the
game, adjust audio,
video settings as
well as look at the
game credits, enter
any cheats, and
access a help
window that will
give you
information on the
game. Since this
generally asks for
more technical
portions of the
game and less
dynamic aesthetics
I made the visual
simple here.
Save/Load Interface
Your average save
feature that really
does not ask for a
lot.
Files Interface
Again, I am trying to
make the functionality
all the same since you
have many options in
this game. In the files
menu I wanted you to
gain clues as well as
back story by reading
the chilling tales of the
npc. Note that the
glimpse of background
is meant to reflect the
menu, it is subtle but it
is there for every menu
option, just about. To
finish I wanted this
design to be a rusted
looking future, bleak,
and chilling, yet
comprehensible.